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path: root/Source/Core/VideoCommon/VideoConfig.h
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2015-08-13Merge pull request #2024 from RisingFog/irguiMarkus Wick
Add UI Support for up to 8x Internal Resolutions
2015-05-26Merge pull request #2162 from degasus/prefetch_texMarkus Wick
CustomTexture: prefetch all available textures
2015-05-25Merge pull request #2274 from degasus/disable_bboxRyan Houdek
Disable bbox
2015-05-25Set copyright year to when a file was createdTillmann Karras
2015-05-25Update license headers to GPLv2+Tillmann Karras
2015-05-25VideoCommon: Make BBox emulation optionaldegasus
2015-05-22VertexShaderGen: Use correct depth output when glClipControl is supported.Jules Blok
2015-05-16CustomTexture: prefetch all available texturesdegasus
2015-02-24VideoCommon: rename efb2tex and efb2ramdegasus
2015-02-24VideoCommon: always enable efb copydegasus
2015-02-19Decode EFB copies used as paletted textures.magumagu
A number of games make an EFB copy in I4/I8 format, then use it as a texture in C4/C8 format. Detect when this happens, and decode the copy on the GPU using the specified palette. This has a few advantages: it allows using EFB2Tex for a few more games, it, it preserves the resolution of scaled EFB copies, and it's probably a bit faster. D3D only at the moment, but porting to OpenGL should be straightforward..
2015-01-27Merge pull request #1948 from magumagu/remove-efb-cacheMarkus Wick
Remove EFB to RAM cache, and simplify code.
2015-01-25PostProcessing: Add support for user-supplied anaglyph shaders.Jules Blok
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
2015-01-23Remove EFB to RAM cache, and simplify code.magumagu
2015-01-21CustomTexture: Convert old format automaticallydegasus
2015-01-19VideoConfig: Add exclusive mode flag.Jules Blok
Allows the UI to easily check the current exclusive mode state. This simplifies a few checks and prevents the user from ever getting stuck in fullscreen.
2015-01-13Merge pull request #1872 from degasus/texcacheMarkus Wick
Texcache cleanup 2
2015-01-11TexCache: rewrite level calculationdegasus
2015-01-02VideoConfig: Define a per-game minimum convergence value instead of a ↵Jules Blok
percentage boost.
2014-12-29VideoConfig: Fix convergence parameter.Jules Blok
Looks like a rebase failed somewhere.
2014-12-24VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"Jules Blok
Makes a little bit more sense.
2014-12-24VideoConfig: Rename Separation to Depth and update descriptions.Jules Blok
More accurate since it's not a real IPD and Nvidia also calls it depth.
2014-12-18OGL: Don't generate a geometry shader if the backend doesn't support it.Jules Blok
This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
2014-12-14D3D: Add anaglyph stereoscopy support.Jules Blok
2014-12-14D3D: Add 3D vision support.Jules Blok
2014-11-24VideoConfig: Add separation and convergence modifiers to the game ini.Jules Blok
2014-11-24VideoConfig: Limit the StereoMonoEFBDepth option to the game ini and ↵Jules Blok
introduce a separate section for it.
2014-11-24VideoConfig: Rename StereoFocalLength to StereoConvergence.Jules Blok
2014-11-23TextureCache: Add "Mono EFB Depth Copy" stereoscopy option.Jules Blok
2014-11-23OGL: Add Top-and-Bottom stereoscopy mode.Jules Blok
2014-11-23VertexShaderManager: Add stereoscopy options to swap the left and right eye.Jules Blok
2014-11-23PostProcessing: Add support for anaglyph stereoscopy mode.Jules Blok
2014-11-23VideoConfig: Add StereoMode enumeration.Jules Blok
2014-11-23VideoConfigDiag: Add stereoscopy options group.Jules Blok
2014-11-23VideoConfig: Limit the Stereo 3D option to the OpenGL backend.Jules Blok
2014-11-23GeometryShaderGen: Support stereoscopy on GPUs without support for instancing.Jules Blok
2014-11-23VertexShaderManager: Compute stereoscopy projection matrices.Jules Blok
2014-11-23Add geometry shader generator for stereo 3D.Jules Blok
2014-11-17OGL: implement bounding box support with ssbodegasus
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
2014-11-06Destroy OpenMPJasper St. Pierre
2014-10-17Moved Input Display to Movie MenuFog
2014-10-15Remove setting to enable or disable Bounding Box calculation.crudelios
2014-10-12Move bDumpFrames to SConfig (and it's references)Fog
2014-10-07Replace BorderlessFullscreenEnabled by ExclusiveFullscreenEnabled.Jules Blok
Special handling was associated with this function, which only applies to exclusive fullscreen.
2014-09-08Include CommonTypes.h instead of Common.h.Rohit Nirmal
2014-09-04VideoCommon: Remove support for decoding to ARGB texturesJasper St. Pierre
The D3D / OGL backends only ever used RGBA textures, and the Software backend uses its own custom code for sampling. The ARGB path seems to just be dead code. Since ARGB and RGBA formats are similar, I don't think this will make the code more difficult to read or unable to be used as reference. Somebody who wants to use this code to output ARGB can simply modify the MakeRGBA function to put the shift at the other end.
2014-07-30VideoConfig: Ignore Borderless Fullscreen setting when the backend does not ↵Jules Blok
support exclusive fullscreen. This was expected to be handled by VerifyValidity(), but that only verifies the validity of the INI files.
2014-07-30CFrame: Check borderless fullscreen setting before enabling exclusive ↵Jules Blok
fullscreen in the video config. Fixes a bug where "Use Fullscreen" would initialize into exclusive fullscreen regardless of the borderless fullscreen setting. Also relieves the need for the video renderer to check the borderless fullscreen setting each time.
2014-07-26Cosmetic changes based on feedback on PR #506.Jules Blok
2014-07-26Remove the 3D Vision hack.Jules Blok
The hack was needed because the Nvidia 3D Vision heuristics are documented to only support surfaces that are the same size as the backbuffer. This would be the case if you enabled the hack and selected the "Auto (Window Size)" internal resolution. However, on recent drivers the same effect is achieved by selecting the "Auto (Multiple)" internal resolution. Therefore the hack is no longer required.